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Building the Grace Cathedral Experience

a day ago
  • The Grace Cathedral experience was built using PlayCanvas Engine with a WebGPU hybrid renderer and streamed SOG format.
  • WebGPU compute shaders handle culling, projection, and sorting of Gaussian splats on the GPU, outperforming the WebGL 2 CPU-based sorting method.
  • Splat data is delivered via streamed SOG format with chunked LODs, allowing progressive loading and per-device budgets (3.5 million splats on desktop, 1.4 million on mobile).
  • Optimizations include on-demand rendering, resolution caps, and depth pre-pass occlusion for performance on modest hardware and phones.
  • The peek effect uses shader chunks to carve wall sections near the camera, with compute and fragment stages for efficient cutout rendering and a glowing rim.
  • A hidden flag animation is implemented via shader chunks that move splats along a traveling wave with amplitude and tilting effects.
  • Moving traffic is created by isolating and duplicating parked cars from the original capture, spawning at intervals with randomized speeds.
  • Camera navigation uses an exterior orbit controller with a rounded-box envelope and interior routing via waypoint graphs and collision mesh for smooth flights.
  • Interactive features include a layered soundscape (city loops, cathedral ambience, footsteps) and a CSS-drawn rose window loading screen.
  • The project is built on open source foundations: PlayCanvas Engine, SuperSplat Editor, and SOG format, with resources for developers to create similar experiences.